Gamification in the Social Environment: a tool for Motivation and Engagement

Title
Publication TypeConference Proceedings
Año de publicación2018
AuthorsCordero-Brito, S, Mena, J
Nombre de la ConferenciaTechnological Ecosystems for Enhancing Multiculturality
Volumen6TH
Páginas1058
Fecha de publicación11/2018
PublisherTEEM'18, October 24–26, 2018, Salamanca, Spain © 2018 Copyright is held by the owner/author(s). Publication rights licensed to ACM.
Conference LocationSALAMANCA, SPAIN
ISBN978-1-4503-6518-5/18/10…$15.00
ISBN978-1-4503-6518-5/18/10…$15.00
KeywordsGamification motivation, learning through active methodologies, social environment
Resumen

ABSTRACT

Gamification can be defined as the use of game components in

non-ludic contexts, and has become a crucial element in the field

of behavioral learning. The present work aims to make a

systematic review of the main components and its application of

gamification in the social environment. To obtain the results,

two of the most important scientific databases were consulted:

Scopus and Web of Science. 136 articles published between 2011

and mid-2016 under the title Gamification were extracted and

reviewed. The results of this study demonstrate how

gamification has been gaining importance in the social field and

that the use of game components increase motivation and

commitment. It shows how gamification uses individual and/or

group rewards to achieve proposed objectives; being successfully

implemented in education, health, services, and social learning.

Finally, it suggests that the success of the gamification system is

directly related to the context, the framework selected, and the

interaction of the participants.

DOI10.1145/3284179.3284286